What Can We Say With Games?

I suppose earlier generations had to sit through all this huffing and puffing with the invention of television, the phone, cinema, radio, the car, the bicycle, printing, the wheel and so on, but you would think we would learn the way these things work, which is this:

  1. everything that’s already in the world when you’re born is just normal;
  2. anything that gets invented between then and before you turn thirty is incredibly exciting and creative and with any luck you can make a career out of it;
  3. anything that gets invented after you’re thirty is against the natural order of things and the beginning of the end of civilisation as we know it until it’s been around for about ten years when it gradually turns out to be alright really.

Douglas Adams: How to Stop Worrying and Learn to Love the Internet

Somebody born in 1980, when videogames first began to appear in people’s homes in the form of the Atari 2600 or the ZX Spectrum, has never known a world without videogames.  As a result, on the one hand we have adults on the cusp of the above stage 1 and 2 who have grown up with games as essential parts of the cultural fabric and who want to explore its creative possibilities, and on the other we have those in stage 3 who cry that videogames are the latest demons sent to corrupt our children, destroy their learning, and reduce our own clearly unstable civilisation to a pile of dusty rubble and glowing ash, leaving a generation able only to twitch with brute Pavlovian responses to flickering lights and random acts of senseless violence.

Luckily, the end of the world isn’t a particularly interesting conversation. What is interesting though is what lies at the root of it: this worry that the outsider is dangerous because it is so different to what has come before. Differences are great, but they only exist if you’re able to define them within the context of some sort of similarity – even if you choose to ignore it – and it’s here that we find the deep vein that gives us a much more interesting conversation about what games can teach us about themselves, about storytelling, about art and humanity, and about the wide range of human experience.

All communication – and all art ­– is built on the necessity of taking some aspect of the world, codifying it, and presenting it in some way that enables another mind to grasp it. This abstraction gives us a way of saying this thing over here shares some characteristic that might be useful or interesting or beautiful with this other thing over there – the metaphor, although not necessarily in its well understood realm of rhetoric and language, but in its conceptual metaphorical form that allow our brains to map what we know of one realm into another. And whether its encoded as words or brushstrokes or musical notes, all forms share this underlying need for metaphor because it is fundamental to how we communicate, and it’s from this simple idea we have everything from the great works of art to the avant-garde, from the expansive crowd-pleasing to the unmarketable but deeply personal.

Games are no exception to this rule, and their building blocks of the conceptual metaphor for games is in how they encode systems of rules, variables, and goals that encourage behaviours and actions within the game’s world. From a simple game like tic-tac-toe where the ruleset is small, the world simple, and the interactions between players is limited, all the way to something like chess with a more complex ruleset but still a simple world, and highly emergent interactions between players, all games are built out of these essential building blocks, as are sports, video games, single player card-games, multi-player role-playing games, and live action games.

But in addition, there is something that takes the conceptual metaphor a little bit further, something that isn’t entirely essential, but something that has existed as long as games have, acting as both a catalyst for their creation and a fundamental aspect of their presentation – the use of fiction, the use of metaphor in its rhetorical form.

Games have always contained some element of fiction designed to make the rules clearer or to help with the transfer of the lessons learned into the real world. Chess survives with its story of kings and queens protected by knights and bishops and the easily disposable pawns in defensive rows before them. Soccer began as a form of military training with a player trying to get the ball into a small basket while being assaulted on all sides, useful skills for a foot-soldier in some long-running campaign. Theories about the genesis of Go include it being a tool for divination, as a way for an emperor teaching discipline to one of his children, or as an ancient fortune-telling device. While some of these games have lost the weight of their metaphorical elements, there is no doubt that they were there at their inception and that metaphor and fiction have played a key aspect in creating the games we see around us every day, including contemporary videogames.

But there must be something different in videogames that sets them apart, otherwise these non-digital games would be a billion dollar industry and an ever present threat to our civilisation. Again, we find the answer not in the differences, but in the similarities to what has come before.

The significant shift that technology gave games has little to do with the graphics or the input technology, nor is it necessarily part of the maturation of the form – it is something far more fundamental in how we experience play and storytelling, and that is that we far more easily connect and engage with experiences that are conversational and continuous.

Before video games came along, the interaction between player and game was staccato. Players would make a move, then wait for other players or the result of a dice roll or sit in contemplation of their next move. By contrast, someone reading a novel flows through the story in an unbroken line of moments, action and reaction. Watching a play or a movie, the audience is carried along with the immutable ‘presentness’ of it all. Wandering through an art-gallery is both an unbroken temporal and a physical experience. Games were rarely like that until technology came along and turned the interaction between player and rules, between states and world, into the same form of continual conversation that our storytelling forms have enjoyed for centuries.

This conversation gives the storytellers of today and the storytellers of tomorrow a new tool to play with, and as we learn what we can do with games, the next question becomes: what can we say with games, and those future storytellers will be richer not poorer for that shift. Where some see the loss of the written word, of storytelling, of their way of life, others see a new way of being, of expressing themselves, of building new art; where some see the loss of imagined worlds, others see the possibility of newly realised ones; where some see what it takes away, others see what it adds; where some see only the differences, others see the similarities, and between all of those extremes lies the truth – and the opportunity to get in on the ground floor as we move into a new wave of an art-form. Why would any creative pass an opportunity like that up?

Image by Sprengben

Comments


5 Comments

  1. DavidT

    This is an interesting topic. Given that we’re talking about the Future of the Book here, I’m prompted to wonder to what extent video game writing might be the future of book writing (which is not to suggest that it could become the whole future of it, of course). How can games narratives and expression satisfy the needs of the kinds of people who currently like to read books — if at all? Is it a quality consideration? I’ve played a game or two million, and it’s still exceedingly rare for a game to reach beyond arguably workpersonlike writing, in terms of style and to a lesser extent in terms of story.

    On the other hand, is it non-linearity that makes it hard for many novel-lovers to be satisfied with games narratives? (Assuming that’s true.) I think part of the answer to that is to look at how a non-linear narrative can be experienced as seamlessly as a linear one — that is, to appear linear during an individual ‘reading’. No backtracking. I think there’s a constitutive conflict there between openness of gameplay and excellence of narrative, at least assuming that novels as they are now currently have narrative ‘right’ to some meaningful extent. Currently the industry comes down on the side of gameplay — likely, I think, due to the preferences of the average consumer as they currently are. I wonder if it will always be that way, though.

    Games have lots of great narrative-engine advantages — in particular, the use of sound and voice. It’s a tantalising notion, to think that the writing will increasingly be ‘good enough’ to back that up, and create art that’s truly satisfying.

    • Great discussion!

      “I think part of the answer to that is to look at how a non-linear narrative can be experienced as seamlessly as a linear one — that is, to appear linear during an individual ‘reading’. No backtracking.”

      In a more immersive story environment, I suspect the perception of a ‘seamless’ reading experience is more in the hands of the reader than the author. The reader has to make a decision whether to follow on a singular path or move all around the story haphazardly. A traditional storytelling experience is not ruled out, but it might require a more active reading experience.

      There’s still a place for books here, whether in a digital or even print container as another point of contact with a story world.

  2. Greetings. Kate Eltham sent me a link to this. While an interesting read, I disagree with both of your main suppositions. :)

    For one, I don’t think video games are something set “apart” from other games or from other forms of play. I feel like they have been a slow progressive evolution from what we had before. There were games that just required bodies, then sports games that required balls/basic equipment, there were more cerebral board games, there were very rudimentary mechanical video games, better video games, better still video games, etc. The graphics evolved, the controllers evolved, our connectivity to other players has drastically evolved such that now any player from pretty much anywhere can play another player who is almost anywhere else in the world in a match of almost any game at almost anytime in real-time. And games are still evolving every single day. It has been more of just a stream of “oh, now we can do THAT in games, too? Now we can do THIS?!”

    Also, board games are alive and well and ARE a billion-dollar industry. Video games are a completely different animal because, in my view, there are no traditional geographical barriers to distribution. You put out a game, you charge $.99 and then anyone in the world can buy it, share it, play it instantly.

    I also completely disagree that “Before video games came along, the interaction between player and game was staccato.” Not for me! When I play chess or go I can get completely immersed in the game either by imagining myself in the board, as part of the board, etc. Also, often, esp. in go, players will talk throughout the game about patterns they see emerging, better moves they could have played, etc (esp. when one player is much stronger/the Teacher). Also, you have left out the most interactive non-video games of all: paper-based role-playing games like Dungeons and Dragons. In the 70s and 80s (and even very much still!) you could gather a group of humans around a table with some paper, pencils, a book (and sometimes not even the book with a good “Dungeon Master”) and some dice and completely lose yourself, your identity, your species, your world in another mutual, shared, rich imagined world of the role-playing game. Action, adventure, quests, love, danger, laughs, reaction, cinema, high drama and so on would ensue.

    Okay. I do agree, though, that technology is OPENING more doors than it is closing with regards to the possibilities of storytelling being much much more now than just words on a printed page.

  3. Georgia

    This is a fascinating conversation. Is something to do with the part of our brain we use in video games? Reading a book, looking at art are more gentle, passive, reflective. Think of the person who cannot read and how different the world is for them. In our competitive society an illiterate person is isolated to the extent that literacy is critical to experiencing some sort of quality of life.

    Video games on the other hand are not passive. From a parent’s perspective I have noticed that literacy is not even essential or important in a group of young boys playing video games. The social aspect of game playing is so different to sitting in a chair holding a book and turning the page. What are children learning in the experience of video games that is different from books and board games? I am sure that if we could see the brain light up for both games and reading it would be very interesting!

  4. I’m floating between Stage 1 and 2, but there’s something to be said for “brute Pavlovian responses to flickering lights and random acts of senseless violence.”.

    I play a few games and notice I don’t read books as much… the latter being more rewarding in middle-long term rather than a game which is really only rewarding in the present. Hard for some to not be entranced by that.

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